// #region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
// 
// All rights reserved.
// 
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
// 
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under 
// U.S. copyright law.
// 
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
// 
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
// 
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, 
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including 
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object 
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
// #endregion License
// 
using System;
using Microsoft.Xna.Framework.Graphics;

namespace Microsoft.Xna.Framework.Graphics
{
	public sealed class DirectionalLight
	{
		internal EffectParameter diffuseColorParameter;
		internal EffectParameter directionParameter;
		internal EffectParameter specularColorParameter;
		
		Vector3 diffuseColor;
		Vector3 direction;
		Vector3 specularColor;
		bool enabled;
		
		public DirectionalLight (EffectParameter directionParameter, EffectParameter diffuseColorParameter, EffectParameter specularColorParameter, DirectionalLight cloneSource)
		{
			this.diffuseColorParameter = diffuseColorParameter;
			this.directionParameter = directionParameter;
			this.specularColorParameter = specularColorParameter;
			if (cloneSource != null) {
				this.diffuseColor = cloneSource.diffuseColor;
				this.direction = cloneSource.direction;
				this.specularColor = cloneSource.specularColor;
				this.enabled = cloneSource.enabled;
			} else {
				this.diffuseColorParameter = diffuseColorParameter;
				this.directionParameter = directionParameter;
				this.specularColorParameter = specularColorParameter;
			}
		}
		
		public Vector3 DiffuseColor {
			get {
				return diffuseColor;
			}
			set {
				diffuseColor = value;
				if (this.enabled && this.diffuseColorParameter != null)
					diffuseColorParameter.SetValue (diffuseColor);
			}
		}
		
		public Vector3 Direction {
			get {
				return direction;
			}
			set {
				direction = value;
				if (this.directionParameter != null)
					directionParameter.SetValue (direction);
			}
		}
		
		public Vector3 SpecularColor {
			get {
				return specularColor;
			}
			set {
				specularColor = value;
				if (this.enabled && this.specularColorParameter != null)
					specularColorParameter.SetValue (specularColor);
			}
		}
		public bool Enabled 
		{
			get { return enabled; }
			set 
			{
				if (this.enabled != value)
				{
				    this.enabled = value;
				    if (this.enabled)
				    {
				        if (this.diffuseColorParameter != null)
				        {
				            this.diffuseColorParameter.SetValue(this.diffuseColor);
				        }
				        if (this.specularColorParameter != null)
				        {
				            this.specularColorParameter.SetValue(this.specularColor);
				        }
				    }
				    else
				    {
				        if (this.diffuseColorParameter != null)
				        {
				            this.diffuseColorParameter.SetValue(Vector3.Zero);
				        }
				        if (this.specularColorParameter != null)
				        {
				            this.specularColorParameter.SetValue(Vector3.Zero);
				        }
				    }
				}

			}
		}
	}
}

